Hyperion Slaughter: Round 5

Strategy

Want to get past the Hyperion Slaughterdome? This particular quest will take you a while, either alone or with co-op, because it becomes difficult after round 2.

If you are doing this alone, then a powered up Gunzerker is recommended due to the huge boost to damage, resist and the ammo regeneration. There aren't many places to hide, all you can do is move and shoot then get back to cover. This will become difficult when RPG Loaders and Badass Constructors appear because of the overwhelmingly powerful rockets they hit you with and can bring you down with one blast.

Co-op Play of Slaughter Dome Round 5

Start out as usual, boot mission and make sure you are prepped with plenty of ammo, powerful weapons and great mods, otherwise you won't last more than wave one.

Co-op recommended partners (3 players); Maya with heavy empahsis on crowd control on Motion and Harmony Trees. The second player should be the Commando with emphasis on Survival and some on Guerrilla trees. Lastly the Gunzerker/Zero (this last one is based on your preference, because Zero's deception helps to distract but in my case the Gunzerker helped out a lot especially with the Rampage tree). The Motion tree will give you a lot of breathing room when having the phaselock augmentation (see Siren skill tree for some tips, Gunzerker and Commando as well). Three players are going to make it relatively tough but the rewards could be great when taking out these powered loaders and constructors.

This will start out relative decent when the bell sounds but when beginning, Engineers will be on the first wave and they will spawn on the left side on the floating platforms (BE CAREFUL WHEN FIGHTING HERE, AVOID FALLING OFF FROM ACCIDENTAL WALK OFF, DODGING EXPLOSIONS OR BLASTS FROM EXPLOSIONS). Assuming you can't avoid falling, make sure your team can hold strong for the remaining waves because they will be long and the fallen one can't rejoin the team on the ground, but doesn't mean you are out of the game (see next "In case you die" section below).

Once you are about almost done killing all Engineers, you will not have time to recollect before the next wave begins and the loaders start popping up, more specifically the EXP loaders and basic ones like bulldozers and weak gun types but they will come in large numbers and from all sides. Team work is key and that means COMMUNICATE!!!! Fellow sirens will need to have their phaselocks at max duration with augmentation for suction to maintain flow of enemies. Commandos, have your turrets nearby in case you finish off waves early in which case, reclaim to speed up cooldown. Gunzerkers can help with a lot of support because of duel wielding automatic rifiles and sub machine guns, only duel wield rockets with the tougher badasses come out because they will appear soon.

Badass Loaders will take a little more ammo to take down and they will be multiple amounts with basic loaders and the shield ones, in which case, take out the shield ones first, they can deflect everything. Piece of advice; this could be a tech glitch but when playing as a Siren, you can phaselock the shielded loader when the shield is up, sometimes it happened and sometimes it didn't, do confirm because it comes and goes. When the badass loaders appear, part of the mixed amount of loaders will be the overly powered RPG types.

RPG loaders can shoot up to 2 or 3 rockets every few seconds and are super powerful and knock you into "fight for your life" if hit directly, or knock out shields and most health with splash damage. Make sure that you take these out first over anything else before the shielded loaders come out.

After these RPG types are taken care of, there will be turrets underneath the catwalk in which you took the elevator to the dome, wipe these out because they can be a hassle when taking on so many loaders and surveyors.

Surveyors (Repair bots): These can be a huge pain not with the loaders because the loaders loose health faster than the surveyors can fix, even in the surveyors have some slow repair rate in their own Badass forms. You should worry about these somewhat unless you are good at dodging electric shots that will knock out shields. These are priority when the badass constructors appear because more than one surveyor will be fixing the constructors to keep spawning more bots.

If you have managed to survive most of this, be prepared for the SuperBadass Loaders. Two of these will spawn and from what I recalled they had shields but you could get them without it. Sirens this is when your phaselock comes in handy a whole bunch. Use phaselock to slow down the Superbadasses because these are walking examples of terminators, it takes awhile before they stop.

Quick weapon tips: Try to have powerful weapons from rockets to shotguns and auto weapons with CORROSIVES/CAUSTIC. Loaders are weak against corrosives these can help a bunch, even if your grenade mods have it, even better use it, corrosives will save you.

"In case you died": In the event one of your party didnt make it, they will respawn at the top of the cat walk and will NOT be able to rejoin the team on the ground but this person isn't totally useless. You can squeeze off good shots from openings in the cat walk and slow down a lot of enemies. If you are a commando, there is a minor tech glitch that doesn't always work, but when it does it helps. As the commando, if you died, crouch and see if you can launch your turret through the opening in the catwalk(the edges on the sides). The turret is extremely helpful if the rest of the team is being overwhelmed.